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Stick Nightmare, a difficult puzzle platformer made with Godot

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Stick Nightmare [Steam, itch.io] is a rather difficult puzzle platformer that was made with the open source Godot game engine, it's now available on Linux.

Disclosure: Key provided by the developer.

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This is the very first game from Pedro Castro Menezes, who said it's about a guy who needs to get home after drinking a bit too much. I'm sure a lot of us have been there…

As with everything we get sent, I gave it a go to see if it's worth your time and money. What I found was a simplistic, yet quite amusing platformer. It's really not much to look at, since it's incredibly basic visually, but in terms of gameplay it is actually pretty good. I completely lost count of the amount of deaths I had—damned spikes! Pretty sure on one level the death counter went above 100, and yes I did almost keyboard flip by then. Okay that's a lie, I did keyboard flip.

Some sections need such an incredible reaction time, it's quite nuts really.

Features:

  • Easy to pick up and play: Run, jump, walk and warp. That's all you'll going to do.
  • Quite Difficult: The game is aimed for those who are looking for a challenging platformer and speed runners. Difficulty based on level design, not on cheap deaths or surprise attacks. May provoke some rage.
  • Casual Support: You may progress in the game even if you die a thousand times and take 3 hours to finish a level.
  • Rewards for hardcore: Earn medals for not dying and milestones for completing some requirements.

"May provoke some rage."—bit of an understatement.

Article taken from GamingOnLinux.com.
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
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The comments on this article are closed.
Pit 21 November 2017 at 10:45 am UTC
Oh hell. And I thought "You still won't make it" was difficult....
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